used clang-format to format the code

This commit is contained in:
2022-10-10 21:54:12 -03:00
parent 57cc75c249
commit 3b533fb03d
33 changed files with 145 additions and 154 deletions

View File

@@ -1,6 +1,5 @@
#include "player/Player.h"
#include "Event.h"
#include "player/Player.h"
#include <AudioStreamPlayer.hpp>
#include <Camera2D.hpp>
@@ -83,7 +82,8 @@ void alai::player::Player::_ready()
}
}
void alai::player::Player::_on_level_loaded() {
void alai::player::Player::_on_level_loaded()
{
auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr)
{
@@ -106,27 +106,27 @@ void alai::player::Player::_physics_process(float delta)
snap_vector = godot::Vector2::DOWN * 20.0;
}
auto is_on_platform = false;
auto is_on_platform = false;
auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector");
if (platform_detector != nullptr)
{
is_on_platform = platform_detector->is_colliding();
is_on_platform = platform_detector->is_colliding();
}
else
{
WARN_PRINT("PlatformDetector not found!");
}
velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false);
velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false);
//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
velocity.x = godot::Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
auto count = get_slide_count();
for (int64_t i = 0; i < count; i++)
{
auto collision = get_slide_collision(i);
auto collision = get_slide_collision(i);
auto collision_object = collision->get_collider();
auto collider = Object::cast_to<Node>(collision_object);
auto collider = Object::cast_to<Node>(collision_object);
if (collider->is_in_group("squashable") && godot::Vector2::UP.dot(collision->get_normal()) > 0.1)
{
collider->call_deferred("squash");
@@ -169,14 +169,15 @@ void alai::player::Player::_physics_process(float delta)
auto camera = get_node<godot::Camera2D>("Camera2D");
if (camera != nullptr)
{
auto position = get_global_position();
auto position = get_global_position();
auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (sprite_node != nullptr)
{
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
}
else {
else
{
WARN_PRINT("Could not clamp player based on sprite frame size!");
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
@@ -196,11 +197,13 @@ void alai::player::Player::_physics_process(float delta)
{
// The first time the notifier is checked always returns false in the first frame
// So skip the check from the first frame
if (notifier_initialized) {
if (notifier_initialized)
{
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
}
else {
else
{
notifier_initialized = true;
}
}

View File

@@ -24,32 +24,32 @@ namespace alai
* @brief The default speed of the player.
*
*/
const float speed = 60.0;
const float speed = 60.0;
/**
* @brief The default jump force applied when jumping.
*
*/
const float jump_force = 300.0;
const float jump_force = 300.0;
/**
* @brief The default bounce force applied when bouncing on something.
*
*/
const float bounce_force = 200.0;
const float bounce_force = 200.0;
/**
* @brief The default gravity applied to the player.
*
*/
const float gravity = 9.81;
const float gravity = 9.81;
/**
* @brief The default run speed multiplier.
*
*/
const float run_speed = 2.0;
const float run_speed = 2.0;
/**
* @brief The default double jump activation state.
*
*/
const bool double_jump = true;
const bool double_jump = true;
/**
* @brief This class is used to control the player.
@@ -58,7 +58,7 @@ namespace alai
*/
class Player : public godot::KinematicBody2D
{
GODOT_CLASS(Player, godot::KinematicBody2D)
GODOT_CLASS(Player, godot::KinematicBody2D)
private:
/**
@@ -291,7 +291,7 @@ namespace alai
*/
void _on_level_loaded();
};
}
}
} // namespace player
} // namespace alai
#endif

View File

@@ -1,6 +1,5 @@
#include "player/states/PlayerFall.h"
#include "player/Player.h"
#include "player/states/PlayerFall.h"
void alai::player::PlayerFall::_register_methods()
{
@@ -46,8 +45,8 @@ void alai::player::PlayerFall::_physics_process(float delta)
}
auto current_speed = parent->get_speed();
auto velocity = parent->get_velocity();
velocity.x = 0;
auto velocity = parent->get_velocity();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= parent->get_run_speed();

View File

@@ -17,7 +17,7 @@ namespace alai
*/
class PlayerFall : public State
{
GODOT_CLASS(PlayerFall, State)
GODOT_CLASS(PlayerFall, State)
private:
/**
@@ -78,7 +78,7 @@ namespace alai
*/
void _physics_process(float delta);
};
}
}
} // namespace player
} // namespace alai
#endif

View File

@@ -1,6 +1,5 @@
#include "player/states/PlayerIdle.h"
#include "player/Player.h"
#include "player/states/PlayerIdle.h"
void alai::player::PlayerIdle::_register_methods()
{

View File

@@ -17,7 +17,7 @@ namespace alai
*/
class PlayerIdle : public State
{
GODOT_CLASS(PlayerIdle, State)
GODOT_CLASS(PlayerIdle, State)
private:
/**
@@ -77,7 +77,7 @@ namespace alai
*/
void _physics_process(float delta);
};
}
}
} // namespace player
} // namespace alai
#endif

View File

@@ -1,6 +1,5 @@
#include "player/states/PlayerJump.h"
#include "player/Player.h"
#include "player/states/PlayerJump.h"
#include <AudioStreamPlayer.hpp>
@@ -42,16 +41,16 @@ void alai::player::PlayerJump::_state_enter(const godot::String state)
double_jumped = false;
}
auto parent = Object::cast_to<Player>(get_parent());
auto parent = Object::cast_to<Player>(get_parent());
auto velocity = parent->get_velocity();
velocity.y = -parent->get_jump_force();
velocity.y = -parent->get_jump_force();
parent->set_velocity(velocity);
}
void alai::player::PlayerJump::_state_exit()
{
animated_sprite->set_animation("move");
animated_sprite->set_frame(1);
animated_sprite->set_animation("move");
animated_sprite->set_frame(1);
}
void alai::player::PlayerJump::_physics_process(float delta)
@@ -64,8 +63,8 @@ void alai::player::PlayerJump::_physics_process(float delta)
}
auto current_speed = parent->get_speed();
auto velocity = parent->get_velocity();
velocity.x = 0;
auto velocity = parent->get_velocity();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= parent->get_run_speed();

View File

@@ -17,7 +17,7 @@ namespace alai
*/
class PlayerJump : public State
{
GODOT_CLASS(PlayerJump, State)
GODOT_CLASS(PlayerJump, State)
private:
/**
@@ -85,7 +85,7 @@ namespace alai
*/
void _physics_process(float delta);
};
}
}
} // namespace player
} // namespace alai
#endif

View File

@@ -1,6 +1,5 @@
#include "player/states/PlayerMove.h"
#include "player/Player.h"
#include "player/states/PlayerMove.h"
void alai::player::PlayerMove::_register_methods()
{
@@ -40,8 +39,8 @@ void alai::player::PlayerMove::_physics_process(float delta)
auto direction_pressed = false;
auto current_speed = parent->get_speed();
auto velocity = parent->get_velocity();
velocity.x = 0;
auto velocity = parent->get_velocity();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= parent->get_run_speed();

View File

@@ -3,9 +3,9 @@
#include "state_machine/State.h"
#include <AnimatedSprite.hpp>
#include <Godot.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace alai
{
@@ -17,7 +17,7 @@ namespace alai
*/
class PlayerMove : public State
{
GODOT_CLASS(PlayerMove, State)
GODOT_CLASS(PlayerMove, State)
private:
/**
@@ -77,7 +77,7 @@ namespace alai
*/
void _physics_process(float delta);
};
}
}
} // namespace player
} // namespace alai
#endif